Unanswered Questions
493 questions with no upvoted or accepted answers
9
votes
1
answer
1k
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Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
6
votes
0
answers
213
views
How can I create a set of collision points for an arbitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
5
votes
0
answers
108
views
Slot Probability Function
Please can someone point me in the right direction. I'm working on a slot game. that I'm having trouble figuring how to implement the probability function for. The game has a set of symbols that bets ...
5
votes
1
answer
1k
views
Creating a Roguelike game in C
I'm trying to create a simple rogue-like game in ncurses in a C program.
The idea here is that, I'd parse a file like this:
...
5
votes
1
answer
184
views
How can I determine "exact moment" of collision with ray casting?
I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems (...
4
votes
0
answers
173
views
Support function of Minkowski Difference
I am watching this and if you stop at 7:25, you will find an implementation of the support function. The goal of the function is to give you the farthest point in a given direction. My question is how ...
4
votes
0
answers
314
views
Determine user mouse selection of 3D Object for multiple viewports
I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0
answers
181
views
Understanding unknown mesh data structure
I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
3
votes
2
answers
153
views
How to make a digger-like procedurally generated maze that can be queried at coordinates without having to generate?
I would like to procedurally-generate ant farm-style layouts on a grid: long horizontal spaces connected by short vertical spaces. Also similar to cave systems formed by water erosion.
Every tile in ...
3
votes
0
answers
1k
views
Wall sliding collision resolution with multiple objects
TLDR
My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...
3
votes
0
answers
115
views
Calculate the aircraft's movement path in which its side speed is required
I am working on an implementation problem in which given an aircraft and the objective of the system is to find the quickest route (optimal in terms of time) from point A (contains the information of ...
3
votes
0
answers
79
views
How to find the smallest distance between two 4-sided objects in 3D space?
I was wondering if there is a way to calculate the smallest distance between two 4-sided objects in space. In this specific scenario, the only information I know about both of them are the 4 points ...
3
votes
1
answer
182
views
Creating a victory zone / Count units inside zone
So I am attempting to create a zone implementation where if the amount of units with a certain tag exceeds the number of units with another tag an objective will be captured standing in the zone will ...
3
votes
0
answers
97
views
How to create landscape image from 2D map?
I created a 2D map using Perlin Noise. Based on the value on x,y, I determine an altitude and so a color to apply to my map (8 levels map).
Now, I don't want my player to see the map but I would like ...
3
votes
0
answers
238
views
How to implement path-finding with a large number of blocking agents following similar paths?
I want to implement a demo like creeps laning in Dota 2.
So for simplicity, there is Left team and Right team, they are enemies.
Units from Left team move toward Right base, and units from Right team ...